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Add test to ensure optimized-out struct members don't cause problems.
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As seen in http://code.google.com/p/chromium/issues/detail?id=155258 ANGLE had a bug where setting the values for uniforms at the end of a struct that were optimized out could cause other uniforms to be modified.
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jbauman2 committed Nov 27, 2012
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<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
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** without limitation the rights to use, copy, modify, merge, publish,
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** in all copies or substantial portions of the Materials.
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL uniform struct Conformance Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>

<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform vec4 u0;
struct MyStruct {
vec4 var1;
vec4 var2;
vec4 var3;
vec4 var4;
};
uniform MyStruct u1;
uniform vec4 u2;
varying vec4 v_color;
void main()
{
gl_Position = vPosition;
v_color = (u0 + u2 + u1.var1) - vec4(2.0);
}
</script>

<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
}
</script>

<script>
description("This test ensures WebGL implementations handle unused members at the end of structs correctly.");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var c = document.getElementById("console");
program = setupProgram(gl, "vshader", "fshader", [ "vPosition"]);

wtu.setupUnitQuad(gl, [0, 1]);
var white = [1.0, 1.0, 1.0, 1.0];
var black = [0.0, 0.0, 0.0, 0.0];
gl.uniform4fv(gl.getUniformLocation(program, "u0"), white);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var1"), white);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var2"), black);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var3"), black);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var4"), black);
gl.uniform4fv(gl.getUniformLocation(program, "u2"), white);
wtu.drawQuad(gl);
wtu.checkCanvas(gl, [255, 255, 255, 255], "should be white", 0);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var2"), black);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var3"), black);
gl.uniform4fv(gl.getUniformLocation(program, "u1.var4"), black);
wtu.drawQuad(gl, [0, 0, 0, 0]);
wtu.checkCanvas(gl, [255, 255, 255, 255], "should still be white", 0);

wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
debug("");
successfullyParsed = true;

</script>
<script src="../../resources/js-test-post.js"></script>

</body>
</html>

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